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Starleta1
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re: Ost Dunhoth - wound/fear wing

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Wound Wing

Wound wing starts off with a race of sorts. Split you group into 3 separate groups, healing and DPS are vital. Have each group line up with one of the "lanes" When there is a person in each of the platforms that glow when stepped on the game will begin. The three mammoth/elephants will be released and will slowly follow each group, You MUST NOT let them catch your group, your group will be killed instantly and everyone will fail. As you race down the lane there will be levers and gates. The levers open gates for the other groups and must be pulled asap, the catch is often times you have to kill a group of mobs (usually 2 sigs) before activating the lever and before the group's mammoth reaches them. Each group has to have adequate DPS to kill the adds and adequate healing to stay alive through this gauntlet.

You will encounter the following types of adds (pulls vary based on which side you're on):

~4k wights which go down quickly
~8k wolves which have corruptions which increase incoming damage by 90% (and maybe something else?) and DoT wounds
~8k wights that cause diseases, drop poison clouds. They do a big breath attack which is interruptable.
~17k wight renewers which have a healing corruption, an interruptible AoE heal, and cause wounds which yield AoE stuns on expiration if not cured

When you get to the end of the hall you fight the mammoth and a couple of adds in a small room. At a certain health level (not sure exactly) the mammoth will burst through the wall into a massive room where all three groups converge for the boss fight.

Wound Boss (Lock 1)

The boss fight starts off with the 3 mammoths and all 3 player groups together again. Each mammoth will summon 3 waves of adds at a set Morale point; 9 in total. (42k, 22k, 11k). Each wave includes adds include a combination the 3 types of wights listed above. If you DPS all 3 mammoths equally you'll receive 3 first waves etc. First wave per mammoth summons a Warden and adds. The second wave has a Renewer and adds. 3rd wave has a Warden, a Renewer and adds. Wardens have the new anger buff (can be CCed with two attempts). Immediately upon appearing they will begin an induction which summons 3 additional Stalwarts. This should be interrupted. They always appear on the closed gate opposite where the groups enter the room at the beginning. They also have an aura which greatly decreases incoming damage to nearby mobs, so they should be dealt with ASAP. The renewer comes with a corruption that greatly increases outgoing damage, so this should be removed immediately (at the same take as the Warden's corruption in 3rd wave). Additionally, the renewer is able to heal the mammoths. The renewer spawns near the middle of the room but closer to where you enter with the mammoths originally. Wardens should always be killed, followed by renewers for their AoE heals. However, allowing the renewers to heal the mammoths to some extent can ease the pace of the fight. Letting the renewer heal the mammoths can help avoid the unintentional triggering of add waves by pushing their health back up and away from the associated HP triggering threshold.

The challenge for this on tier 2 is to complete the entire wing (start of the gauntlet to death of last add) in 7 minutes.

Fear Wing

There are three trash pulls on the way up to the boss. Gandalf's voice will speak when you're coming to another trash pull. There are three types of mobs here. The morroval can be safely CCed any way you like. They apply fear-based DoTs that can be potted. There are drakelings with a cold-based DoT aura (not large damage on tier 1). These can be killed quickly. The last type of trash mob is a large troll. The trolls should generally be tanked while the raid deals with the easier-to-kill mobs. The trolls have a buff on them: on any damage there is a chance to root the damager in place for a few seconds. The trash is very easy on tier 1 if the merrevail are kept CCed.
Fear Boss (Lock 2)

The boss for this wing is Durin's Bane. There are no adds to worry about, but the boss has a very large amount of health (750k on tier 1). The boss has a special ability called Execute. If six player deaths occur during the fight, the raid will be instantly wiped. This is not if 6 people die, but 6 deaths total - be careful with rezzes and where they are located. It is possible to rez someone and have the rez spot be over a fire area, so the person will almost certainly die again instantly, meaning another death out of the 5 you can have. The boss also has 7 dread so a token will be required in all circumstances since radiance is gone. He is permanently immune to all forms of CC, including FMs.

Since Durin's Bane is classified as Ancient Evil, he is slightly more susceptible to Beleriand damage.

He has a periodic debuff that is applied to anyone with aggro (tanks), so two tanks should be used to switch off when the debuff is called out. It is not said in Black Speech: "Búrzum lázatlat, <name>". The tanks should immediately switch when this is called out. This goes on throughout the fight.

The first phase is simple - the tank ability will be called out. Anyone who gets and stays below a certain morale threshold (around 15-20%) can be one-shotted throughout this fight if they also get a callout from the boss. Somewhere between 600-700k he will switch to the second phase. This starts with a distributed damage attack/AoE which does large damage if the whole group isn't together. He will start using another special ability during this phase which will continue throughout the fight. He calls out "Ufurizish lat, <name>?" and a random player without aggro will be punted through the boss. The person also gets a large curable fear DoT. On tier 2 the player will also lay a fire pool where they were standing and another about 1 second after they land, which stays for a while. After the punt and fear is applied, the boss will typically call out "Dorozg ufum-u, <name>!". If the punted player's morale is below whatever the threshold is, they are one-shotted. The fear should be immediately potted and heals should focus on the punted player.

At about 75% morale he will start doing several AoEs. These include a frontal (all players but tanks should be behind boss) plus knockback, this can happen while moving out of a firepool and if not careful half the team can be kicked off the edge very easily, a full 360, and one that leaves a fire pattern on the ground for a few seconds. The 360 cannot be avoided but players should not stand in the fire on the ground.

At about 40% morale a new special is introduced. Gortheron will call out "Face Durin's Bane and be destroyed!" After this the raid has a very short time (~1-2 seconds or so?) to turn away. Anyone turned away from the boss gets hit with a small amount of fire damage. Anyone turned towards the boss gets hit with a large amount of shadow damage (~2600 on tier 1 with ~2k shadow mitigation). All players should turn away - if anyone gets hit and stays below the morale threshold, the boss will execute (one-shot) them. The challenge condition on tier 2 is to face him every time this attack occurs (and is one of the more difficult challenges in the raid) but nobody should face him on tier 1. Continue through the last couple hundred thousand of his morale, healing up everyone so they stay above the execute threshold, and claim your armour token, deed, and loot.

Note: It has been noticed that Fear Wing final boss is particularly damaging against melee players, who are more likely to get hit with the Balrog's AOEs. A group with almost entirely ranged (RK, Hunter) DPS will significantly reduce the strain on the healers.
Maegilthalion
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re: Ost Dunhoth - wound/fear wing

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Thanks for posting this Star. Everyone should read this, it's a tactical fight with many phases, and a raid leader explaining it on site is tedious.

Of course the Tolkien-geek in me was very interested in the callouts by the boss in Black Speech, so I found a translator....

Burzum laz lat translates literally to: Darkness covers you

Urfizish lat translates to: you fear your enemy

I know you all were gonna lose lots of sleep tonight thinking about those....
Maeg.


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